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Tiberian Sun Graphic Enhancement Mods
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Allen
Sergeant


Joined: 13 Feb 2007
Location: C:\Westwood\ TechLevel=12

PostPosted: Thu Jul 17, 2014 8:12 pm    Post subject: Reply with quote

Regulus wrote:
I know I've been giving GDI a lot of love lately. I promise I'll start messing around with Nod soon.

Here are some quality of life buildings for GDI bases.

1. Small Water Tank
2. Water Desalination/Filtration Tank
3. Administration Building 1
4. Armory? Small Office
5. Generic Office Center

The idea is that GDI uses modular design and many buildings share parts. Nod will be starkly contrasted by "purpose built" buildings.



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Regulus
Commander


Joined: 16 Feb 2008
Location: The Lone Star State

PostPosted: Thu Jul 17, 2014 8:43 pm    Post subject: Reply with quote

Well most of the "antenna" will be light towers for low flying aircraft. I forgot the height but all "towers" must have a light raised above a certain point. On a side note, they (in the U.S. at least) commandeer high buildings as tower installations cause they are the highest points in the city. The dorm I lived in at uni had a National Guard repeater tower on top.
As for the vents, this is the tiberium world we're talking here, baby. I imagine the huge ventilation system that have to move larger volumes of air to keep it fresh. The buildings 3 and 5 are also meant for more secure territory. Ambient office and administration for bases like Hammerfest and Phoenix.

I have to make dirty dirty in photoshop, but I imagine GDI takes way better care of the buildings. Sand and stuff is abrasive, and having it in every nook and cranny isn't a great idea.
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Allen
Sergeant


Joined: 13 Feb 2007
Location: C:\Westwood\ TechLevel=12

PostPosted: Fri Jul 18, 2014 4:27 am    Post subject: Reply with quote

When you convert to the buildings to TS the drop in color palette will add noise.
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Parasite03
Cyborg Artillery


Joined: 23 Jul 2013
Location: Russia

PostPosted: Fri Jul 18, 2014 5:21 am    Post subject: Reply with quote

With such a scale it can be used for RA2 Wink
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Regulus
Commander


Joined: 16 Feb 2008
Location: The Lone Star State

PostPosted: Sat Jul 19, 2014 8:08 pm    Post subject: Reply with quote

The Nod Stealth Tank has been revamped. I wish I knew the magic scale numbers to prevent the pixel stretching on voxels.


Stealth Tank.png
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Stealth Tank.png



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Elite_Pirate
Grenadier


Joined: 03 Feb 2007
Location: Sweden, Stockholm

PostPosted: Mon Oct 13, 2014 1:59 pm    Post subject: Reply with quote

They look very good.

Any ETA on when/if these assets will be available for public download?
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gouki84
Vehicle Drone


Joined: 16 Mar 2012

PostPosted: Wed Aug 10, 2016 5:33 am    Post subject: Reply with quote

Regulus wrote:
I agree, however the lack of body movement is because turrets can't have animations afaik. I will be releasing a no turret version that does bob correctly.

Here's a snippet. Wip cause animations are somewhat slightly more tedious.

The way I animated them I imagined that they would have some sort of gyroscopic stabilizer in the guns and that they would be linked to prevent misfire. If you watch tanks with stabilizers you can see the upward rebound bounce that compensates for the lack of movement on the barrel when a tank hits a bump. I know that sounds counter-intuitive, but the barrel doesn't receive an force when a tank goes down a hill at the same time the chassis does, so it makes a weird bobbing effect.

Here the guns stabilize just before impact force from the legs are transferred through the body.


can someone tell me where i can get this wolverine i really want him in my game

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